Cloud gaming allows users to play graphic intensive games without needing a high-end PC or console by rendering the games remotely on servers. There are two types of cloud gaming: video streaming, where compressed video of the game is streamed to the user, and file streaming, where a small portion of the game is downloaded and the rest is played as it downloads. Popular cloud gaming services include Amazon Luna, Google Stadia, and Jio Cloud. Cloud gaming provides access to games for users with low bandwidth internet and is improving with advances in hardware virtualization and encoding technology.
4. • Cloud gaming, sometimes called gaming on demand
• Cloud gaming, in its simplest form, renders an interactive gaming application
remotely in the cloud and streams the scenes as a video sequence back to the
player over the Internet.
• Two types:
• Video (or pixel) streaming
• File streaming
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5. • The actual game is stored, executed, and rendered on the remote operator's or
game company's server.
• The video results are streamed directly to a consumer's computers over the internet
using thin client.
• Keystrokes and button presses are sent directly to the server
• Server sends back the game response
• Allows access to games without the need of a Consoles or High end PC
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6. • Also known as progressive downloading.
• A small part of a game, usually less than 5% of the total game size is downloaded to
the user’s device.
• The remaining game content is downloaded to the end user's device while playing.
• Rendering and processing takes place in user’s PC or console.
• This allows instant access to games with low bandwidth Internet connections.
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10. • AMAZON LUNA
• PLAY KEY
• SHADOW
• GOOGLE STADIA
• JIO RELIANCE
• NETBOOM
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11. • Cloud gaming a the game changing technology
• Efficient cloud can be achieved with the latest hardware and virtualization
technology advances
• Virtualization for GPU has greatly improved and is ready for gaming over a public
cloud
• Only hardware encoders can achieve acceptable gaming performance
• Cloud gaming is rapidly evolving, particularly toward 4K UHD
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12. • REFRENCES:-
• • M. Armbrust et al., “A view of cloud computing,” Commun. ACM, vol. 53, no. 4, pp. 50–58, 2010.
• • W. Cai, M. Chen, and V. C. M. Leung, “Toward gaming as a service,” IEEE Internet Comput., vol. 18,
no. 3, pp. 12–18, May/Jun. 2014.
• • R. Shea, J. Liu, E. C.-H. Ngai, and Y. Cui, “Cloud gaming: Architecture and performance,” IEEE Netw.,
vol. 27, no. 4, pp. 16–21, Jul./Aug. 2013.
• • M. Claypool, D. Finkel, A. Grant, and M. Solano, “On the perfor-mance of OnLive thin client games,”
• • C.-Y. Huang, C.-H. Hsu, Y.-C. Chang, and K.-T. Chen, “GamingAnywhere: An open cloud gaming
system,”
• • ACM Multimedia Syst. Conf. (MMSys), 2013, pp. 36–47. [Online].
• • Available: http://doi.acm.org/10.1145/2483977.2483981
• • OnLive. [Online]. Available: http://www.onlive.com/, accessed Sep. 2014.
• • Gaikai. [Online]. Available: http://www.gaikai.com/, accessed Sep. 2014.
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